I would like to know if there are any issues and if shadows from players / dynamic objects nicely blends with static shadows or if there is ugly "border". You can test it by choosing "Engine Test" in main menu and pressing Enter to switch to player (more controls are available by pressing F1 or Escape and then in Options -> Controls). If there is any crash please send me the logs (see the previous post how to obtain them).

Also your OS version and HW specs with FPS (with shadows and without) and resolution would be nice.

It doesn't work anymore for me. Don't know if that's caused by the last update or my new graphics card. It displays the main menu and then crashes the driver. I've to kill the task and get a message that Windows has restarted the graphics driver to recover. System: Windows Vista 32Bit, ATI Radeon 5870, Catalyst 9.11 driver, Java 1.6.0_17. The game's build is #12.

I would like to know if there are any issues and if shadows from players / dynamic objects nicely blends with static shadows or if there is ugly "border". You can test it by choosing "Engine Test" in main menu and pressing Enter to switch to player (more controls are available by pressing F1 or Escape and then in Options -> Controls). If there is any crash please send me the logs (see the previous post how to obtain them).

Also your OS version and HW specs with FPS (with shadows and without) and resolution would be nice.

New version is available: it brings explosive grenades to the arsenal among with many bug fixes and small features. There is no need to manually apply this update, just run the game and it will be auto-downloaded.

Hopefully this version will also fix problem with players testing the game, but each one coming at different time to the server. So many people couldn't test the game. The solution is in defining certain hours so players can gather easier. I've defined 16:00 and 20:00 CET, you can also try to join server at beginning of each hour. This is also presented directly in the game when no one is on the server.

Build #13 2010/01/01 (public alpha):- Fixed crashing on some video cards- Disabled initialization of display/sound in dedicated server- Fixed crashing of server when bad packet arrives- Shortened prepare time from 12 to 8 seconds- Added better logging of player connects/renames/disconnects- Fixed footstep sounds for other players- Added notification of team change- Added support for colors in message list- Added team chat- Added ability to move just by tiny amount when short tapping the movement keys- Added invert mouse option- Added vsync and FPS limiter options- Fixed occasional death when falling from top of stairs- Added unlimited number of magazines to engine test- Added explosive grenades- Bomb explosion now causes death- Added notice when no people are playing- Added ability to start running from crouching, also fixed crouch toggle

put some bots even very stupid and then people will stay a bit longer and can meet other players, cause in the actual version I guess people disconnect as soon as they connect and never meet each other.

put some bots even very stupid and then people will stay a bit longer and can meet other players, cause in the actual version I guess people disconnect as soon as they connect and never meet each other.

This will take some time, the game is still in an early stage. I don't plan any bots as it would be very hard or even impossible to do good bots (tactically cooperating) and it's better to have none bots than dumb ones. The real fun is from playing against real people anyway. At least I will change round resetting so it would allow to free roam on server when no other players are connected. However it will take at least few updates to upgrade the game to be real fun, current version is quite boring

This will take some time, the game is still in an early stage. I don't plan any bots as it would be very hard or even impossible to do good bots (tactically cooperating) and it's better to have none bots than dumb ones. The real fun is from playing against real people anyway. At least I will change round resetting so it would allow to free roam on server when no other players are connected. However it will take at least few updates to upgrade the game to be real fun, current version is quite boring

when playing 2 vs 2 I found it already very interresting ! with it own specific ambiance a little similar to counter strike, more tactical/realistic (less bruteforce I mean) than other FPS

New version is available, most work went into adding major features into the engine (static meshes, composite texture, material system, normalmaps) and optimizations. On the game side the current map was enhanced, initial set of detail meshes was added and there is a new gun available.

This release is another big milestone in development of Resistance Force, as the engine is now capable of all basic stuff needed to create content. The focus is already shifting from engine, tools and game programming to content creation, thus accelerating the speed of development of Resistance Force.

Previously the engine didn't support static meshes at all, which was very limiting. Composite texture allows detailed texturing of large areas (terrains), material system and normalmaps allow good visual effects and most importantly it allows to use much lower number of polygons in models while retaining high quality.

...and it still crashes on my machine. Not in the startup screen anymore, but when i'm trying to start a game. It renders the back drop and stops responding. Have to kill it via the task manager. (Vista 32Bit, Java6, Ati Radeon HD 5870, Cat 10.3).

...and it still crashes on my machine. Not in the startup screen anymore, but when i'm trying to start a game. It renders the back drop and stops responding. Have to kill it via the task manager. (Vista 32Bit, Java6, Ati Radeon HD 5870, Cat 10.3).

same here, everything is going well until the screen with the two weapon appear, then it hang (seems that the FPS go down to 1FPS)

It's looking quite amazing. Can't wait for the final version. Have you thought about making some other modes or allowing mods for those (like me) who want a half-life style game that isn't so realistic, but has cool graphics?.

New version is available, most notable changes are: improved player model, added bullet spread and multiple damage zones to players, moved ragdoll computation from client to server so everyone sees the same death animation and there is less resources needed for players with lowend hardware.

There is known performance degradation when dynamic shadows are enabled, this will be fixed in next release.

Build #15 2010/12/29 (public alpha):- Removed usage of float textures- Moved ragdoll computation from client to server- Improved netcode robustness when there is little packet loss- Fixed problem with players occasionally jumping very high and then dying- Added occlusion queries for dynamic models- Added support for detail textures- Improved ambient lighting in regard to normalmaps- Improved player model- Enhanced map a bit- Added bullet spread when firing- Added multiple damage zones to players- Increased bomb explosion delay from 40s to 45s- Allow players to roam on server when there is no player in opposite team

Map editor is now available for pre-orderers. It contains two tools: the map editor itself and composite texture editor. Both are available for all three platforms (Windows, Linux, Mac OS X).

Map editor uses brushes as main geometry along with ability to place models into the map. It works with hierarchy of groups and other powerful blocks, such as duplicators (great for stairs and other repeated things), prefabs and placement tool where physics engine is used to place things precisely on each other.

Composite texture editor is for editing detailed textures that can span over big areas (mostly useful to terrains). You can read more about it here.

To obtain the editor you have to pre-order the game and send me e-mail or contact me through IRC on QuakeNet (#resforce channel), you can also use the Chat page. Provide e-mail you used for pre-order or other proof of purchase (eg. PayPal receipt).

New version is available, introducing three new maps, improved leaning, server browser and other improvements and bug fixes.

The biggest news is however that since this year we're now two people team, both dedicated to this game. This is a big boost to development of Resistance Force. BirthNight is audio/music guy primarily but fell love into mapping, modelling and many other things. This allows me to focus more on the game core and together making assets faster and better.

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